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Siege of the Citadel» Forums » General

Subject: Siege of the Citadel 2nd Edition Kickstarter Launched rss

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Rob Harris
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Here is the link to the Kickstarter page, which has just gone live: https://www.kickstarter.com/projects/274643038/siege-of-the-...?

Buckle up! It's going to be a crazy ride!

(Full disclosure: I am working on the game's development for Modiphius Entertainment.)
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Peter Bogdasarian
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Needs a lot more content to justify a pledge, hope it gets there.
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Kim Choy
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Posted this in the other thread:

Kind of surprised they didn't put together the Legion level rewards for the main page yet. I know there are many people out there that will jump on this KS both feet first, but it seems odd from their perspective to not launch with at least a little bit of detail on the $80 expansion that is included in the higher reward level.

Also, it would be great if a Moderator can merge or delete the excess threads on this. We only need one for the kickstarter campaign.
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Rob Harris
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jormungandr wrote:
Needs a lot more content to justify a pledge, hope it gets there.


umchoyka wrote:
Posted this in the other thread:

Kind of surprised they didn't put together the Legion level rewards for the main page yet. I know there are many people out there that will jump on this KS both feet first, but it seems odd from their perspective to not launch with at least a little bit of detail on the $80 expansion that is included in the higher reward level.


Fair point, we hope you will bear with at little at first. There will be a lot more detail added during the campaign and we are hoping that a lot more content will be unlocked for the Dark Legion pledge.
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Jason Connerley
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In case anyone was wondering where the "Citadel" is the following was in the comments:
"Currently we're including doors and portals to replace the purpose of the Walls, to show entry points of the dark legion, but we do plan a stretch goal to give the citadel walls to Dark Legion pledges"
soblue
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Chad Egbert
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It didn't take long for this one to fund. I'm curious what other stretch goals will be added.
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Robert Kuster
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Was looking forward to this but, price is to high, shipping to high (for Canada), not enough stretch goals and more then a year away. I'll probably wait till the retail release.
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J P
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roberious wrote:
Was looking forward to this but, price is to high, shipping to high (for Canada), not enough stretch goals and more then a year away. I'll probably wait till the retail release.



Not enough stretch goals?? It's only the first day!
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John
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Was really hoping they would get rid of the 1 vs many mechanic. Have two copies of the base game and we never pull it out anymore because that mechanic is antiquated.
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trevor

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whiskemuscles wrote:
Was really hoping they would get rid of the 1 vs many mechanic. Have two copies of the base game and we never pull it out anymore because that mechanic is antiquated.


Have you read the page? I don't think that's the way this plays, I think each turn someone controls the bad guys, and it rotates, with bonuses for doing well, which i think is pretty innovative and neat.

I also wouldn't say 1v all is aniquated, Descent and IA are pretty successful after all.....
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John
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bigGameGeek wrote:
whiskemuscles wrote:
Was really hoping they would get rid of the 1 vs many mechanic. Have two copies of the base game and we never pull it out anymore because that mechanic is antiquated.


Have you read the page? I don't think that's the way this plays, I think each turn someone controls the bad guys, and it rotates, with bonuses for doing well, which i think is pretty innovative and neat.

I also wouldn't say 1v all is aniquated, Descent and IA are pretty successful after all.....


I realize how it plays. We have two copies both purchased and played since the 90's. switching to the bad guy side always felt like the weakest part of the game.

Yes descent and IA are doing well but I also remember reading Descent sales increased a ton when they introduced the app to get rid of the overlord.
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Paul Newsham
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whiskemuscles wrote:
I realize how it plays. We have two copies both purchased and played since the 90's. switching to the bad guy side always felt like the weakest part of the game.

Yes descent and IA are doing well but I also remember reading Descent sales increased a ton when they introduced the app to get rid of the overlord.


What conclusion are you drawing from the increase in sales?
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John
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Tarnop wrote:
whiskemuscles wrote:
I realize how it plays. We have two copies both purchased and played since the 90's. switching to the bad guy side always felt like the weakest part of the game.

Yes descent and IA are doing well but I also remember reading Descent sales increased a ton when they introduced the app to get rid of the overlord.


What conclusion are you drawing from the increase in sales?


My hypothesis is that with the removal of the overlord player there was generate more interest in the game. Now I realize this increase could be solely from solo players but I think that is only part of it.

The success or failure of the 2nd edition of mansions of madness may be the better indicator.
 
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Paul Newsham
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whiskemuscles wrote:
My hypothesis is that with the removal of the overlord player there was more interest in the game. Now I realize this increase could be solely from solo players but I think that is only part of it.

The success or failure of the 2nd edition of mansions of madness may be the better indicator.


It's not really a hypothesis that can be tested though, is it? Descent has been available for several years, and has enjoyed continued support through expansions, while using the 1 vs many form of play. Clearly it was a success, enough so that a flagship Star Wars product was designed using a very similar system. I could point to the huge number of backers for The Others, also a 1 v many game, to support the argument that this format still has a lot of appeal.

Polygon's article about apps in boardgames cites Christian Petersen as saying Descent sales tripled when the app was released. However, it makes no mention of sales figures before that, so we don't know how many sales this represents. I don't think it's unreasonable to assume that even with triple the sales it wouldn't come close to the numbers they sold when the game was initially released.

As far as I'm aware, Mansions of Madness 2E is doing well, although I don't think it's a good comparison. The original MoM required a lot of up front time investment from the Keeper, not quite to the level of GM prep for an RPG but certainly well beyond what most people would expect from a boardgame. If the appeal of MOM2E can be shown to be significantly greater than that of its predecessor, how could we reasonably determine whether that can be attributed to the switch from 1 vs many to co-op, or to the huge reduction in preparation, setup, and rules-teaching?
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John
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I agree. There is no to test my hypothesis. Regardless, I played the heck out of the original Siege of Citadels and loved it but always disliked the rotating 1 vs. Many. I, personally believe that they dropped the ball on updating the mechanics with all the great designers they have attached.

Descent and IA were bad examples because it is 1 vs. Many where the many wanted to win together. This game is not like that. It would be more like if players in Arcadia quest took turns being the environment.

I was really looking forward to seeing what would be done to update the game and planned on going all in. So far everything feels lack luster.
1. They haven't shown the game play changes or even if there are any (once you get passed sentimental feelings on the original game it shows its age).
2. the multiple pledge levels with different stretch goals
 
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M.C.Crispy
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whiskemuscles wrote:
I agree. There is no to test my hypothesis. Regardless, I played the heck out of the original Siege of Citadels and loved it but always disliked the rotating 1 vs. Many. I, personally believe that they dropped the ball on updating the mechanics with all the great designers they have attached.

Descent and IA were bad examples because it is 1 vs. Many where the many wanted to win together. This game is not like that. It would be more like if players in Arcadia quest took turns being the environment.

I was really looking forward to seeing what would be done to update the game and planned on going all in. So far everything feels lack luster.
1. They haven't shown the game play changes or even if there are any (once you get passed sentimental feelings on the original game it shows its age).
2. the multiple pledge levels with different stretch goals
In contrast, I'm really looking forward to playing with a rotating "GM". I played Descent 2e and my biggest bug was the feeling that I had a responsibility to "GM" the game rather than try as hard as I could to crush the co-op players. I felt really bad when I won by a crushing (too many years as a D&D 1e DM!), so having a game that rewards a fully invested Villain player because of the reward and making it a role that is "shared" rather than delegated to the owner of the game seems really cool. Sounds like your experience didn't work out that way for your group, but I'm living in hope 'cos the group really likes this sort of game, but we've never found one that really hooks us.
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You can't handle the truth?
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Rotating Dark Legion player is part of what makes this game great.
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Jerome Nowak
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I backed it. Cant wait!
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Geoff ...
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Mishiman wrote:
Brotherhood expansion added for Dark Legion pledge level.
https://www.kickstarter.com/projects/274643038/siege-of-the-...

Which, at $149 for the DL pledge, should be included from the get go, and not used to pad the stretch goals. Think Zombicide Wulfsburg.
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Ken B.
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crambaza wrote:
Rotating Dark Legion player is part of what makes this game great.



Yep. Very clever, and it rewards your corp by playing the bad guys well. Awesome system and in my opinion the game has aged quite well. The only negative of the old game was you had to have five. Period. The rule book mentioned vaguely you could try to balance with fewer but wasn't very specific. They have stated they are officially fixing that.
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M.C.Crispy
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franklincobb wrote:
crambaza wrote:
Rotating Dark Legion player is part of what makes this game great.



Yep. Very clever, and it rewards your corp by playing the bad guys well. Awesome system and in my opinion the game has aged quite well. The only negative of the old game was you had to have five. Period. The rule book mentioned vaguely you could try to balance with fewer but wasn't very specific. They have stated they are officially fixing that.
That's nice to know, but TBH one of the main points of interest for me is the 5-player game as my main group is a 5 (not a number that is well catered for!)
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guinch Nudrevil
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waiting to read the rules of the game
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Shadow Walker.

You can create a new post with all this information and also with everything included in the basic pledge as well.

I think it will be easier to find for the people who want to know how much content are they going to find if they back.
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I definitely don't think that mods change this things in this forum.

Maybe for massive games... But not even then.
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Graham
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Check out the updated and reduced shipping costs now.
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